» Wed Sep 01, 2010 12:04 pm
I've not played the Thieves Guild, but if you can only fence items that are not owned by the player, and you want this to be immersive and realistic, I'd suggest just adding the ability to set any item in the players inventory as stolen. That way, if the player wants to fence the item, they just open their inventory and set it to stolen beforehand. Of course this would mean you could set any item, even ones you haven't stolen, as stolen, but that's quite realistic anyway. If the player wishes to play with 'honour amongst thieves', then they can be honest, and choose to only set as stolen those items that they have stolen. Others may like the idea of cheating the Thieves Guild by being dishonest, which is entirely realistic.
Note that I wouldn't recommend being able to do the opposite, ie. setting stolen items to player ownership, as that would defeat the whole purpose of attempting to steal things without being seen. So the set to stolen option would be irreversible, in which case I'd recommend a confirmation message box before doing it. In order to set as stolen, I'd suggest creating a dummy character, that isn't actually in the game world, that you could set inventory items ownership to. You'd also need to handle stacks of items somehow too, i.e. if the player has an apple, and then steals an apple, they might only want to set one of the apples as stolen, not both. Not sure if obse's inventory references allow you to do this, as they return references to the whole stack of items of the same type. You might need to ask someone who has a little more knowledge with scripting in menumode for tips, as I haven't done that at all as yet.